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Textures are horribly pixelated...
show user profile  Hauksbee
I built a .jpg texture for an airplane model. I made a screen cap. of the wing in Top View, took that into Photoshop and made the texture over it. It was horribly pixelated. I went back and re-did it at 300 dpi. Same thing. What am I doing wrong?

ps: I'm actually in G-max
read 465 times
1/24/2016 2:58:03 AM (last edit: 1/24/2016 2:58:03 AM)
show user profile  herfst1
Unwrap model. Save out uv template. Texture in photoshop at whatever resolution you like. Put texture on model. Hit render.
read 464 times
1/24/2016 3:08:19 AM (last edit: 1/24/2016 3:08:29 AM)
show user profile  S. Silard
When you say 300 DPI I'm not sure if you understand what that is. DPI means Dot Per Inch, that measurement is used in printing. It's the dot density on paper. So if you know the size of the print you are planning to print, you can calculate the resolution of the image you are in need of.
The digital equivalent of this is PPI or Pixel Per Inch, it's used to determine pixel density on a monitor. Display resolution is how much pixels you have, for example (1920X1080), the Display Size is however the display's size in inch. So if the Display resolution is constant, but the Display Size is higher, your PPI is lower.
This works also with a Print and DPI. Only change the Display to Paper.

Now for the textures what you need is Image Resolution (none of above). Which is similar as Display Resolution, only for images. An Image can't really have size, only theoretically if the DPI is set correctly (in Photoshop, CorelDraw etc.) . Photoshop will still check pixels only, so you can mix images with different DPI. While Corel Draw will open based on the DPI and Resolution thus a theoretical Size.
The use of DPI in Photoshop only makes sense if you are planning to print the image you are making. As it will calculate you the pixels you need when you creating a new project, as you type in the desired size of your printed file.

I saw this question and/or misconception come up on this forum numerous times. Is it really like rocket science?



Congrats, you found my signature.

read 441 times
1/24/2016 10:24:37 AM (last edit: 1/24/2016 10:26:51 AM)
show user profile  Hauksbee
"I saw this question and/or misconception come up on this forum numerous times. Is it really like rocket science?" S.Silard

In a way it is if your background is in graphic arts. More dpi means you can stretch the image to cover the model before it pixelates. However; I do take your point. And I did get it sorted. Is there any way to post an image here?
read 403 times
1/25/2016 10:04:47 AM (last edit: 1/27/2016 2:40:03 AM)
show user profile  S. Silard
Just upload to any site (for example photobucket) , and paste the direct link here. Keep it`s width 800 pixels.

Congrats, you found my signature.

read 395 times
1/25/2016 11:05:31 AM (last edit: 1/25/2016 12:19:28 PM)
show user profile  S. Silard
Also your Image Resolution is what matters, not your DPI as I stated in my previous explanation.

The DPI in 3D only makes sense if:
A) You set the texture to real world size.
B) You plan to 3D print the model with textures.
C) Your Units are set correctly, and you know how far your camera will be, and the resolution it will be displayed at.


Otherwise, when you creating the texture, you create it either: 512X512(pixels) 1024X1024(pixels) 2048X2048(pixels) etc. Your DPI doesn't matter, it won't make your resolution bigger, unless you type in your size(meter,inch etc.) instead of resolution, which is not the way to work around that. And that's one of the reasons your textures are pixalated, and the other is what herfst1 said.

Congrats, you found my signature.

read 390 times
1/25/2016 12:31:38 PM (last edit: 1/25/2016 12:31:38 PM)
show user profile  frostiebox
I was going to ask what size you made your texture but it looks like all that's been covered already in the comments so i'll just reiterate what others have already said. When I create textures at here work, we create them no smaller than 1000x1000 (pixels) at least. Most times I just go 2000x2000 and I never seem to have any problem. Doesn't have to be a square like that just your shortest side (width or height) should be set to 2000 p.
read 366 times
1/26/2016 12:40:02 AM (last edit: 1/26/2016 12:40:02 AM)
show user profile  S. Silard
@frostiebox Sorry, I do not know who you are. But I've learned there how to be rude. And I've became one of the rudest people here. Also I've learned that being rude isn't the best for friendships, but it's the best for people to learn stuff. (That's why me and herfst1 can act like enemies sometimes.)
So 1000X1000 texture? Or 2000X2000? At least if you "reiterate" me, and you are working somewhere as a professional, stop talking bullshit.
At 1024X1024 the 24 isn't surplus so we can make up our mind!

Congrats, you found my signature.

read 355 times
1/26/2016 5:42:08 AM (last edit: 1/26/2016 5:42:08 AM)
show user profile  FX
If you can see the pixels...make it bigger, question was answered in the second post, no need for the wiki.

Ignore DPI, work in pixels.



read 341 times
1/26/2016 9:53:14 AM (last edit: 1/26/2016 9:53:14 AM)
show user profile  Hauksbee
Thanks for the advice guys. It really helped. I'll have to start thinking in 'pixels per inch". (or build at 1024x1024).

One last question: Is it possible to export a G-max model in a file format that can be imported into 3DStudioMax?
read 313 times
1/27/2016 2:46:40 AM (last edit: 1/27/2016 2:46:40 AM)
show user profile  S. Silard
If you can convert it or export as OBJ file, you can import that to 3DSmax (File->Import).

Congrats, you found my signature.

read 311 times
1/27/2016 3:18:49 AM (last edit: 1/27/2016 3:18:49 AM)
show user profile  Garp
Wow! gmax! Brings back some fond memories :)

Exporting from gmax was very limited to prevent it from competing with the main product. Though some smart people did manage to write maxscript exporters that overcame the limitations.
But that was years ago. Perhaps some link are still valid on the old turbosquid forum.




read 308 times
1/27/2016 4:24:17 AM (last edit: 1/27/2016 4:24:17 AM)
show user profile  Hauksbee
Thanks, Garp. I was afraid it would be something like that. I'll check out Turbosquid. I'd like to get the models exported as .obj since I'd also like to install them in a Vue d'Espirit landscape.
read 297 times
1/27/2016 8:00:37 PM (last edit: 1/27/2016 8:00:37 PM)
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